I'm having a hard time trying to imagine what would cause this. Can you confirm that the correct Aurora object is being displayed? If you look under Tenkoku-->SkySphere-->Effects the 'fxAuroraSphere' object should be enabled when you are displaying the aurora. If you have any other Aurora objects (AuroraPlane for example) than that is leftover from old Tenkoku installs and should be deleted.

It seems like this would be a layer-related issue of some kind. Perhaps the First-Person camera is rendering more game layers than it should? In other systems I've seen, the weapon camera only renders a specific 'weapon' layer. I'm not sure how it works in Ultimate Survival, but I assume it's similar?

Hi gl0ckage,I'm not familiar with Ultimate Survival, but typically when using multiple cameras you'll want to go to the Suimono module Transparency settings section and remove the First Person/Weapon camera layer from the Transparency layers list.

Also when using multiple cameras it's usually recommended to set the higher camera (usually the weapon camera) to 'Forward' Rendering mode, as Unity has chronic problems when combining multiple Deferred cameras in one scene.

Hi gl0ckage,I'm not familiar with Ultimate Survival, but typically when using multiple cameras you'll want to go to the Suimono module Transparency settings section and remove the First Person/Weapon camera layer from the Transparency layers list.

Also when using multiple cameras it's usually recommended to set the higher camera (usually the weapon camera) to 'Forward' Rendering mode, as Unity has chronic problems when combining multiple Deferred cameras in one scene.

This is how it looks on my end. Clouds look normal when aurora setting off. When the setting is on all the clouds disappear and the aurora is not displayed properly. It kinda makes the sky turn colors in a big blob in the center.

I had adapted the temporal aliasing from elsewhere and incorporated it before realizing that Mac (and apparently Linux) had issues with it. I haven't found an alternative that looks as good as this one, so I'll have to dig through all the code and see if I can determine why this is a problem... Hopefully I can figure it out.

In the meantime you can try using the Temporal aliasing included with Unity's Post Processing effects stack, though in my experience it doesn't look as good for blending the sky and clouds.